Edit: You know how everyone's been talking about how workshops, uplinks, and satellites are important? This is pretty much why. In addition to giving you more money, satellites lower the panic of a region by 2, meaning you won't lose them in the next council report.
XCOM: Enemy Unknown - Page 42
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Spazer
Canada8025 Posts
Edit: You know how everyone's been talking about how workshops, uplinks, and satellites are important? This is pretty much why. In addition to giving you more money, satellites lower the panic of a region by 2, meaning you won't lose them in the next council report. | ||
Medrea
10003 Posts
Pretty cool. At least now that i beat the game, I dont have to deal with its shitty FPS drops and bugginess anymore. Was a good ride but definitely glad to move onto the next game. Also am i supposed to feel bad for that one soldier at the end of the game or something? I mean I made everyone in my faceless. | ||
thesideshow
930 Posts
On October 18 2012 05:50 XaI)CyRiC wrote: 4. I don't like how the aliens don't appear to do much of anything before you see them, except occasionally in terror missions when you hear them killing civilians. I'm not too sure exactly what they do prior to encounters, but it doesn't seem like the aliens wander around and set up ambushes like they did in the original. Like others have said, it would make more sense for the aliens to be moving around and trying to assume tactical positions while you're looking for them, whether it's setting up behind cover or flanking you. They do wander around. Try using a battle scanner to detect them without them detecting you. | ||
Veldril
Thailand1817 Posts
http://www.pcgamer.com/2012/10/17/xcom-mod-second-wave/ There's a couple of mods out already that change game balances and activate the "Second Wave" options. If you guys interested you should check them out. | ||
Medrea
10003 Posts
Yo dawg we heard you like RNG warfare. So we gave you RNG economony and RNG Bullet damage. Now while you are dice rolling your chance to hit, your dice rolling the damage you will deal while dice rolling the money you get at the end of the month, with your dice rolled soldiers that gain dice rolled stats at the end of the mission. NOPE! No skill needed or wanted. How good are you at RNG. | ||
Tamburlaine
Canada288 Posts
On October 18 2012 07:53 Medrea wrote: I just GG'd the last boss with 1 sniper turn. Me too. + Show Spoiler + I knew there would be a big fight and was trying to inch forward without getting in to an enemy's line-of-sight. My second-to-last guy accidentally tripped the boss. Then my final guy double-tapped him and won the game. EDIT: halp how do I spioler | ||
daemir
Finland8662 Posts
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MaestroSC
United States2073 Posts
Named all of my soldiers after the characters from DBZ. Piccolo and Gohan are carrying my squad so far as assault and sniper. Every mission seems to be a quest to keep krillin alive... idk why but even in Xcom the bad guys want krillin to die first. Current goal: beat the game without Krilling being dead. Bulma is my support, Chi Chi is actually an assault. made me laugh. I wish i could control what they each turned into tho. Since i usually name them before they go up in rank and gain specialization. | ||
XaI)CyRiC
United States4471 Posts
On October 18 2012 08:25 thesideshow wrote: They do wander around. Try using a battle scanner to detect them without them detecting you. I've seen it, but it appears to be very limited movement and not the type of wander the map movement you'd see in the previous versions. Plus, when they do move prior to you spotting them, it's always as a pack and it doesn't seem to be have any real purpose. I think it'd be more interesting and challenging if they would be able to move as a pick or individuals, and that they tried to flank and/or set up in strategic spots (i.e. around corners or in sniping spots). All of this throughout each mission, prior to you encountering them. | ||
DaCruise
Denmark2457 Posts
Sectoids start with 4 hp instead of 3 so a grenate wont kill them. Not only that but 8 of them spawn in the first mission compared to 6 on classic. To make matters worse your soldiers start with 4 hp compared to 5 on classic. The second mission is either UFO or more likely abduction and here you can choose from only difficult to very difficult and the global panic also starts 1 bar higher than classic. If its very difficult you prolly have to kill 12! sectoids. Thin men and floaters start with 6 hp compared to 4 on classic. Its almost as if I miss a difficulty level somewhere between classic and impossible. | ||
Spazer
Canada8025 Posts
On October 18 2012 07:53 Medrea wrote: I just GG'd the last boss with 1 sniper turn. Pretty cool. At least now that i beat the game, I dont have to deal with its shitty FPS drops and bugginess anymore. Was a good ride but definitely glad to move onto the next game. Also am i supposed to feel bad for that one soldier at the end of the game or something? I mean I made everyone in my faceless. Let's be frank: the story sucked. On October 18 2012 08:25 thesideshow wrote: They do wander around. Try using a battle scanner to detect them without them detecting you. There are two types of alien spawns. The first is where they don't move at all. It's quite noticeable on UFO crash site missions, especially if the aliens are against the wall near a door. They will refuse to move until a soldier sees them. As for the rest of the aliens, I think they have set patrol areas. I haven't been able to confirm this though. I don't know how aliens on terror missions are handled. Presumably they exhibit the same area patrol behavior, but engage any civilians they see? Dunno. On October 18 2012 08:28 Veldril wrote: I guess no one browse a gaming website here http://www.pcgamer.com/2012/10/17/xcom-mod-second-wave/ There's a couple of mods out already that change game balances and activate the "Second Wave" options. If you guys interested you should check them out. I dunno, the changes these mods seem pretty meh. + Show Spoiler [Thoughts on the mods] + Damage Roulette: Weapons have a much wider range of damage Whatever. A bit more RNG shouldn't change too much, although I wonder if this would get annoying with the 6 man squads. The extreme damage range in UFO Defense was mostly bearable simply because you had so many other soldiers to try and salvage the situation if things went downhill. New Economy: The funding offered by individual council members is randomized All this does is change up the order in which you fund countries. Nothing big. Not Created Equally: Rookies will have random starting stats I would like this, but since you can't pick the class your rookies will promote into, it seems kinda wasted. Hidden Potential: As a soldier is promoted, his or her stats increase randomly Whatever. I doubt this really changes gameplay. (Bugged) Red Fog: Any wounds taken in combat will degrade a soldier’s stats for that mission A somewhat interesting mechanic, but again, I wonder if the 6 man squad would just make this annoying. Absolutely Critical: A flanking shot guarantees a critical hit Not bad. Basically this means don't get flanked, ever. This would be an interesting option in multiplayer, I think. The Greater Good: The secret of psionics can only be learned from interrogating a psionic alien Shoutout to UFO Defense. Adds a bit more risk in obtaining psionics, but nothing a little planning can't handle. (Bugged) Marathon: The game takes considerably longer to complete I question this one. Abduction missions mean that the longer you take to complete the game, the higher panic levels will rise across all countries. Also, what's the point of lengthening the game for no particular reason? I assume the only thing this mod changes is lengthening the research/build times for everything across the board. Results Driven: A country offers less funding as its panic level increases Potentially interesting, but again, the way abductions work makes this a bit worrying. High Stakes: The rewards granted for stopping alien abductions are randomized Whatever. Not like the rewards are that great to begin with. Reducing panic trumps the reward anyways. Diminishing Returns: The cost of satellites increases per construction This makes the game longer rather than harder, I think. Unless, of course, you skimp out on tech to build satellites. The Blitz: Aliens target a larger set of cities during abduction attacks Why on earth would anyone want to do this? Abductions are annoying enough as is. More Than Human: The psionic gift is extremely rare Reasonable. Psionics are pretty overpowered, as it stands. | ||
pedduck
Thailand468 Posts
We should be able to spot them with out them realizing we are closing in, vice versa , some group that are on patrol or setting up defendsive position should see us coming and act accordingly. | ||
MaestroSC
United States2073 Posts
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DaCruise
Denmark2457 Posts
On October 18 2012 12:21 MaestroSC wrote: Also I am not quite sure how to capture an alien... Krillin has the Arc Thrower... but I have yet to try to capture one of the lil buggers. You have to get in melee range to use the arc thrower. | ||
Daumen
Germany1073 Posts
Damn! This game is hard ;D Started with Classic+Ironman difficulty, normally I try every game out at max difficulty because I'm most of the time dissappointed with the difficulty of most games(they are too easy!(remember Kingdoms of Amalur: Reckoning?)) But this game is keeping me up at night! This was my 7th(?) and most successful run. My Average dmg per shot was: 3.9 Edit: I REALLY got annoyed by the amount of little Cutscenes this game had and that some of them(like the Startup) was not escapable, but the "losing-cutscene" was the most awesome i've seen in a long time ;D | ||
GTPGlitch
5061 Posts
Liquid'Sheth is best sniper, EG.Demuslim best assault, and mTw.Dimaga best support :D | ||
Spazer
Canada8025 Posts
On October 18 2012 12:25 DaCruise wrote: You have to get in melee range to use the arc thrower. When you select the guy with the arc thrower, aliens will have a little circle with a lightning bolt around them. That indicates the range that the arc thrower will work in. Walk in and shock 'em. Stun hit% is 70% for units at 3hp, 80% at 2hp, and 90% at 1hp. Hit% for units at 4hp or more is something like 5%. Don't even try it. | ||
pedduck
Thailand468 Posts
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sunnata
Russian Federation228 Posts
Not sure if game is buggy or my opponent used some hacks. | ||
kochujang
Germany1226 Posts
Edit: I REALLY got annoyed by the amount of little Cutscenes this game had and that some of them(like the Startup) was not escapable, but the "losing-cutscene" was the most awesome i've seen in a long time ;D You can skip the startup by doing the following: Open "Documents\My Games\XCOM - Enemy Unknown\XComGame\Config\XComEngine.ini" Somewhere you will find all cutscenes along with the 4 StartupMovies (just search for "StartupMovies"). Just put a semikolon in front of each entry you don't want to see. I have done it to the StartupMovies entries, and now the game launches directly into the menu. | ||
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